struct tint_symbol { float4 value : SV_Position; }; Texture3D arg_0 : register(t0, space1); void textureLoad_feab99() { float4 res = arg_0.Load(int4(0, 0, 0, 0)); } tint_symbol vertex_main() { textureLoad_feab99(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureLoad_feab99(); return; } [numthreads(1, 1, 1)] void compute_main() { textureLoad_feab99(); return; }